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Panel Overview

The engon panel is located on the right side of the 3D viewport window. Press the N key on your keyboard and select the polygoniq tab to access it.

Can't see the panel

If you do not see the polygoniq panel or missing engon section inside, make sure that engon is enabled in Preferences --> Addons. Make sure you are in Object Mode; usually, you can press Tab to switch between modes.

Warning

Most of the operator buttons only work if you are in Object Mode. Usually you can press Tab to switch between modes.

panel overview

Browse Assets

Spawn assets, materials, scenes and others using engon Asset Browser. To spawn assets you can either click on Browse Assets and select an area where the engon Asset Browser will appear or select Open engon Asset Browser button to open a separate window with the engon Asset Browser. You can also press E key which serves as a shortcut for Browse Assets button. and it opens engon Asset Browser window in the area where the mouse is currently hovering.

engon Asset Browser display methods

browse assets

Convert Selection

Objects in can be in two states. Either linked or editable. Linked objects save memory and are easily updatable. On the other hand editable objects can be customized to your liking. All assets from asset packs should get nice render results out of the box, thus linked variant should be used in most of use cases.

Optimization tip

We have a complete section that describes benefits of using linked assets on the advanced topics page.

Limitations of linked assets

Linked assets are limited in terms of customization. There are only a few attributes that we can feed into shaders. The amount of data will always be limited. We try to choose a commonly used customization and support that even on linked assets. Keep in mind that for bigger changes you will have to convert to editable.

Convert To Linked

This button converts selected objects back to their linked variants. Works only on polygoniq assets because we know where we can locate the original variant. Doesn't work on particle systems.

Destructive operation

Converting to linked can be destructive. All local modifications to the asset will be removed (mesh changes, materials changes, animations) and the default engon asset is going to replace the existing one!

How to update asset

Assets change over time as we add new functionality. In some cases you have asset that has been already spawned with older version and is missing some data necessary for it to work correctly. In this case you can update the asset by converting it to linked and then back to editable. Asset will effectively be respawned with all the data from the current version.

Convert To Editable

This button converts selected objects to editable and makes them local to the scene. This way you have complete control of the objects, you can change the mesh, textures, materials, apply custom modifiers, animations, etc. On the flip side, this affects the performance of the scene so use this function wisely.

Remove Duplicates

When this button is active, it automatically merges duplicate materials, node groups and images into one when the asset is spawned. Saves memory. Read more about Remove Duplicate Data here. remove duplicates

Transform selection

Choose between Snap to Ground, Random Transform and Reset Transform features.

Snap to Ground

Snaps selected assets to the nearest object under them.

Snaps selected objects to the ground below. Works on all selected objects including objects that are not from engon's asset packs.

Multiple ground objects

Make sure that there is another object under the selected one. If there are multiple objects below then the selected object should be snapped to the uppermost one.

Linked assets & bounding box

Snap to ground works also on linked assets. It is calculated using the bounding box, so make sure that origins are in correct place.

If there is no surface under the vehicle, nothing will happen

Random Transform

Each object in the selection will be randomly rotated and scaled with each click. Transform is manipulated only slightly so the object stays semi-vertical.

Quick forest

You can use small amount of trees with randomized transforms to create a illusion of diverse and non-repeating forest quickly.

Reset Transform

Each object in the selection will get its rotation set to (0, 0, 0) and scale to (1, 1, 1).

Scatter

Scatter all kinds of assets easily in your scene. Go to Scattering Assets to see more.

.blend maintenance tool

If you want to remove duplicate data, find missing files or migrate assets from older asset pack versions make use of .blend maintenance tool.